Editing Frame
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{{game icons|p=y|p2=y|p3=y}} | {{game icons|p=y|p2=y|p3=y}} | ||
{{image|Get a gif that shows ten or so frames, and plays them slowly enough for the reader to distinguish each frame.}} | |||
[[File:Frames demonstration.gif|thumb|An animation eight frames long that plays at two frames a second.]] | [[File:Frames demonstration.gif|thumb|An animation eight frames long that plays at two frames a second.]] | ||
A '''frame''' is the primary unit of time in a [[Pikmin series|''Pikmin'' game]]'s logic routine. Every frame, the game's world is updated, and the screen is redrawn to reflect the current state of the game. Frames "tick" at a regular interval, in order to provide a seamless stream of images that form the game's video. Processing cannot happen between two frames, meaning that an object's state can only be updated once per frame. Hence, the interval between two frames needs to be low enough to provide a smooth transition between an object's states over time (such as the position in the world map of a moving object), but high enough that the console can keep up with the speed. | A '''frame''' is the primary unit of time in a [[Pikmin series|''Pikmin'' game]]'s logic routine. Every frame, the game's world is updated, and the screen is redrawn to reflect the current state of the game. Frames "tick" at a regular interval, in order to provide a seamless stream of images that form the game's video. Processing cannot happen between two frames, meaning that an object's state can only be updated once per frame. Hence, the interval between two frames needs to be low enough to provide a smooth transition between an object's states over time (such as the position in the world map of a moving object), but high enough that the console can keep up with the speed. |